12,322 Commits over 3,712 Days - 0.14cph!
- Added EnemyBomb script to adjust bomb glow layer and flash it increasingly fast
- Reduced camera shake for real this time
- New enemy ability: Revenge
- Increased size of enemy ability name text
- Patcher movement changes
- Patcher fire cooldown reduced
- Camera shake reduced some more for enemy explosions
- Increased speed of Spikeys
- Steam leaderboards stuff
- Levelup screen can now handle multiple level ups in a row
- Player model rotates depending on item selected
- Item description text change
- Added a new placeholder plug B prefab, slightly larder and diff colour
- Added new plug item: Plug of Renewal. 20% chance to renew a shield block each time you clear a room
- Added a plug starter item and added plug to slots
- Some equipment bug fixes
- Items are now equipped from reward screen
- Hovering over a reward now shows how the item looks on player preview model
- Reworked the way starter items are equipped
- Item selection screen now compares current item against any existing item
- Reduced chance and duration of spikeys stopping
- More item reward screen stuff
- Fixed projectile impact not triggering on enemies
- WIP reward item selection
- ItemDatabase can now return a random, non-weapon item
- BaseMovement can now be set to not rotate towards movement direction
- Disabled it for Spikeys to fix rotation glitch
- BaseMovement now takes the object's radius into account
- Renamed scene and references
- Added a booster item
- Items can now spawn gameplay items that get attached to the player and removed with item
- Improved the way items are sucked in
- Added Collect Range stat and item modifier
- Increased damage range of bombs
- More stat modifier defines
- New enemy ability: Martyrdom
- Added a placeholder enemy bomb prefab, pulse effect, and explosions
- Removed SECTR asset as it was never used
- Commenting to track which stats I've implemented
- Ability cooldowns can now be overrided to be modified by item modifiers
- Boost ability cooldown overriden to be modified by items
- Stats cleanup, default values
- Item stat modifiers now stack and calculate correctly
- Merged stat groundwork to main
- Branched for WIP item/stat modifiers and bonuses
- Player damagestate anim layer now gets turned on when < 3 health
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
- BaseProjectiles now have a separate Fade definition in inspector
- Impact and Fade effects can be set to take the forward direction of their projectile
- Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup
- Tidied up BaseProjectile inspector into groups
- Stopped a bunch of object pool instantiations that are no longer used
- Removed some unnecessary colliders from enemy prefabs
- Added health values to playership models for the parts to disappear
- Rebuilt player prefab
- Levelup screen model now reflects current player health too
- Increased health of spikeys from 2 to 4